I usually use some kind of boolen obj variable and have the event check for it (true) and then start up spawning the player, and then at the end of the event, set it to false so it won't fire again as I'm testing.
Do you have an autostart event running in one of the scenes that does something like spawn and place the player? That can override your spawn points and cause this kind of behavior.
Try maybe using AddValue instead of SetValue and just add the 1 that way? I've used that one before with success for a similar thing as to what you're doing.
You're going to need an autostart event of some kind, no way around it, since you're still needing to change what's actually saved in the original scene file each time you load in.
You are a gentleman and a scholar, sir. I have so many hacky comments in my code to the effect of "[1] = HP, change if updated" that'll be lovely to delete.
As a side note, if you're testing from the Editor or with a web player, anything that uses Application.Quit() (like the Exit button) won't actually close Unity or fully 'quit'. You'll need to make a test standalone build and run it from there to ha…
Woo hoo!
Quick script question on the updated StatusEffectCast.ChangeEffect - what exactly can be used in the 'object source' argument? Just want to make sure i'm updating my custom scripts correctly.
Yep, you got it. And as you say, yuppers, you declare the Stats Dev and Magic independently per combatant, so you can have everyone set up as uniquely as you want.
Just tell the player it's because of their background Trait they have the stats…
For what you describe, both your class abilities and character magic are both set up under ORK Abilities, regardless of what's managing them or what kinds of resources they need to activate or level up. System-side it's essentially the same thing, …
Jean Moreno has some nice work if you're looking for something more toony. https://www.assetstore.unity3d.com/en/?#!/search/page=1/sortby=popularity/query=publisher:1669
Shop3DSA on the Asset Store also has some nice packs of both creatures and humanoids, if you're going for a more cartoony style. From experience, the prebafs are all set up and ready to go, and the animations quality is excellent (which sometimes su…
Yeah do as @Cat and @Gil suggests - if you've got tons use multiple events and just stick on multiple event interactions on the guy and apply the proper quest conditions to each event (so they basically chain off each other), or use another tracking…
I've run my ORK project with an Occulus Rift, yes, you can. Just follow the individual instructions for whatever VR set you're using - it usually just involves adding in some custom code/prefabs to your loading scene.